Wednesday, September 17, 2014

Inner Sea World Map


Cassomir City Map


Taldor Regional Map


Character Generation

Ability Scores: Standard Fantasy, 15 point buy. You can use this handy calculator to input your racial adjustments and spend your points.

Hit Points: Maximum for 1st level.

Races: You can choose any of the Core Rulebook races: dwarf, elf, gnome, halfling, half-elf, half-orc or human (Taldan or otherwise); or the following featured in the Advanced Race Guide: aasimar, catfolk, changeling, dhampir, gnoll, goblin, hobgoblin, kobold, orc, ratfolk, and tiefling.

Classes: You can choose any of the Core Rulebook classes: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard; any of the Advanced Player's Guide classes: alchemist, cavalier, inquisitor, oracle, summoner, witch; any of the Advanced Class Guide classes: arcanist, bloodrager, brawler, hunter, investigator, shaman, skald, slayer, swashbuckler, warpriest; the magus from Ultimate Magic or gunslinger from Ultimate Combat. No ninjas or samurais. You can also use any of the class 'archetypes' available in these source books.

Favored Class Bonuses: Feel free to use any options from any of the books from which you can select a class or race.

Prestige Classes: Again, you can choose anything from the books listed above, or anything specific to the Inner Sea setting, like the Lion Blades of Taldor. Please avoid options from far off settings like the Dragon Kingdoms, etc.

Traits:  Two traits, no flaws. You can choose these also from any of the books from which you could select a class or race.

Alignment: Though the Skeleton Farm might occasionally associate with informants or clients of an evil bent, agents of such alignments are not admitted. So choose anything non-evil.

Starting Wealth: Average per class, unless you take the 'Rich Parents' trait which starts you off with 900 gold even.

Experience Points: We will be using the 'medium' track for XP distribution, in place of the attendance system I use in the Udders Well campaign.

New Characters: Start at one level below the party average (minimum of 1st), with adjusted wealth appropriate to the 'Character Wealth by Level' table located midway down this page.

Oppara City Map


The Skeleton Farm


Brando the Night Watchman 
LN 2nd-level human fighter

The son of wealthy investors in the shipyards of Cassomir, Brando chose to join the local constabulary and further his family's good name with the populace. His life took a tragic turn when his betrothed was taken by a ravenous pack of werewolves one fateful eve; and thus Brando sought to drown his sorrows in imported whiskeys and rums, leading to a discharge from the Cassomir watch. Soon after, he crossed paths with Exodé and Glyff during an investigation of the abductions, and they found him a suitable recruit for the Skeleton Farm, provided he 'dry up'. Brando is available for initiate casework.


Inquisitor Exodé
LG 6th-level human inquisitor

The daughter of Ludivs II, prior Chapter Lord of the Skeleton Farm in the Taldor region. She never knew her father well, having been sent to Lastwall at a very young age for her 'protection', which was in reality over a decade of training and conditioning to inherit his position. Once prepared, she spent years traveling the coastal territories of the Inner Sea honing her skills, making short work of spooks, witches, zombies, petty necromancers, and other minor threats. Inevitably she wound up home when she received word of her father's passing during the Purge, and has begun to take up his role while, recruiting new members to the cause while searching for pieces to the puzzle of what happened to the previous team...and possibly to learns things about the man in death that she could not in life. Exodé is available only for advanced casework.


Glyff the Ghost Sniffer
CG 5th-level gnoll oracle

The loyal companion to Exodé, Glyff was exiled from his kind due to a combination of his benevolent nature, a rare magical 'Sight', and a fragile physique which was ill-fit to murdering and plundering. After traveling alone for some time, the gnoll eventually was able to use his gifts to rescue an adventurer from a flight of harpies in the Southern Fangwood. That wayward soul turned out to be the Inquisitor, and since then, the two have been inseparable friends. He considers her his 'fur-sister', the first sentient being to fully accept him, and would follow her to the ends of creation and the afterlife beyond. And so he does. Glyff is available only for advanced casework.


Scarpa the Sedge Witch
NG 3rd-level human witch

Originally the target of an investigation led by Exodé, there were rumors of her involvement in the shambling mound incursions at the junction of the Verduran Fork and Tandak Plains. Scarpa turned out to be innocent of the accusations leveled at her by the local Wildwood Lodge druids, but not before a sound thumping by the Inquisitor and her compaion Glyff. Eventually, the Sedge Witch decided to align herself with the Skeleton Farm, not only to disprove the stereotypes against her kind, but also due to some possible attraction towards the daughter of Ludivs. In fact, some among the Farm whisper that their relationship is already past the friendship stage. Scarpa is available for intermediate casework.


Plum Rum, the Innkeeper's Daughter
CN 1st-level dwarf rogue (Deceased) 

'Plum Rum, ye got a nice bum'. Such were the jeers and unwelcome physical assertions of the patrons of the Pig & Pickaxe, her father's inn near the hillside town of Maheto. Plum Rum paid them back by sneaking into their rooms at night, taking just enough from their purses and pouches to compensate for how low she felt. But then one night it went to far, and she made a mistake...there was a particular customer of a ghastly countenance, who caught her in the act, and would have drained the life from the dwarf maiden had Inquisitor Exodé and her gnoll companion not arrived at that very moment. Plum pleaded with the woman to lift her from the dregs of her day to day existence, seeing Exodé as an inspiration and role model, despite their age difference. Since her peculiar set of 'skills' was in demand amongst the Skeleton Farm, the Inquisitor accepted her, provided she relent from using them for nefarious purposes...a course the dwarf has found challenging thus far. Plum Rum is available for initiate casework.